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Thread: Pardon Our Dust.

  1. #2381
    Senior Member Hunter's Avatar
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    Re: Pardon Our Dust.

    Pads look cool. Don't see the big problem with them, have you seen the default halo 3 shoulder pads, they look small and pathetic. These shoulder pads look a lot better.

    The whole model and texture actually makes the master cheif look tough and strong, instead of a whimp in a suit. yada yada.

    Good work Scooby, cant wait to see your texture on the pelican. Promise you will make it sexy?
    Oh, and if its not too much trouble - when you texture it - could you make a custom texture. Because Penguin needs a Halo 3 replicate, and I wanted to have a custom version, because you could make it look so much better and more interesting. Upt to you though.

    And stop bitching people Arguing occures to often here, its annoying.

  2. #2382
    "Think Different" Masterz1337's Avatar
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    Re: Pardon Our Dust.

    So here's a problem we need help with. The scriptless banshee works, but for some reason all markers added to the model default to 0, 0, 0 ingame, despite being properly placed in max and guerilla. Even copying banshee markers like secondary trigger and naming it gunner results in the gunner marker defaulting to 0, 0, 0.
    Any ideas?

  3. #2383
    and Masterz1337 too! Advancebo's Avatar
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    Re: Pardon Our Dust.

    have you tried deleting the old gbxmodel?

  4. #2384
    Movie Maker Siliconmaster's Avatar
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    Re: Pardon Our Dust.

    Isn't it possible to move them manually in guerrilla? Or am I mistaken?

  5. #2385
    Free Kantanomo English Mobster's Avatar
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    Re: Pardon Our Dust.

    Quote Originally Posted by Siliconmaster482 View Post
    Isn't it possible to move them manually in guerrilla? Or am I mistaken?
    Yes, it's possible. However, it fucks with animations.

    Masterz, are you using custom Banshee animations with the new node already in place, or are you using ones without the node/node haxxed in there?

    I think the issue is the animations. Take a look at your animations and see where the node is in there, it may not be your gbxmodel at all.

  6. #2386

    Re: Pardon Our Dust.

    He said marker, not node.

  7. #2387
    Free Kantanomo English Mobster's Avatar
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    Re: Pardon Our Dust.

    Shouldn't it be the same for both marker and node, though? Tool thinks so, so shouldn't the game think so as well?

  8. #2388
    Senior Member teh lag's Avatar
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    Re: Pardon Our Dust.

    ....uh?






    ....uh.....?



    ...no, markers and nodes are absolutely different?

  9. #2389
    a bit of the old in-out Roostervier's Avatar
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    Re: Pardon Our Dust.

    yeah, if he moved them in guerrilla i'm pretty sure it wouldn't do anything (bad). id try that first before doing something else.

  10. #2390
    Free Kantanomo English Mobster's Avatar
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    Re: Pardon Our Dust.

    Quote Originally Posted by teh lag View Post
    ....uh?






    ....uh.....?



    ...no, markers and nodes are absolutely different?
    I know they are, but if I add a marker to the gbxmodel, Tool complains.
    I'm saying that if they did that and then hacked the marker into the model, then it could cause something like that to happen.

    Still, either way, I've had something similar happen to me and it was because the marker I was using was hacked into the model, and I had to redo the animations.

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